Yesterday I went shopping and had stuff to do at home and for other days I don't really have an excuse.
nah take your time, the one rtd i made lived for what? 10 pages? died for lack of my own interest.
Always happens with my RTDs. I actually promised to myself that I would never start another RTD some time before making this. Now I see that I shouldn't have broken my promise. I can't really abandon this because I have this really silly personality trait which makes me think that others view every little problem as a tragedy because I know that only I am cold and emotionless...
On the other hand I have a really nice coat now~ ^_^
*Sigh* Ok let's try writing another turn...
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Turn 6:
-You try to fall asleep once again.
-You try to fall asleep again, saving me from doing some math. Yay~
But you can't relax due to the noise coming from the streets.
Power: Psychic Killer (grade 0) - You have an aura that negates everyones psychic field. On the bright side - if you're lucky you can kill anyone. On the other hand, your chances of doing so are very low.
Psychic Field: Lv1
Energy Potential: 0 - psychic anomaly.
Energy: 0
Status: Healthy.
Known power applications:
Lv1 Defense Breaker (passive)
All your attacks negate psychic fields. Limited to weaker fields until trained.
Lv1 Negation (passive)
You have a very small chance to negate any psychic power.
-(1) You try to avoid fights on your way home and...WHAT THE HELL IS THAT THING!?
You see a Psychic Control member trying to fight a strange humanoid made out of some kind of liquid. The rest of his squad is running around and screaming like a bunch of little girls. Heh.
(6) Suddenly the creature charges at you. Despite its weird unpredictable movements you manage to perfectly dodge the attack.
Power: Field manipulation (grade II) - You can manipulate psychic fields. Such understanding of psychic powers also grants you great energy potential.
Psychic Field: Lv1
Energy Potential: 150%
Energy: 50/150
Status: Broken left hand fingers (bandaged).
Known power applications:
Lv1 Restore Balance (50 energy, free action)
You destroy all matter and energy created by psychic powers in a small area around you. Can be used defensively as well, blocking any psychic power that doesn't overpower it.
Lv1 Disperse Psychic Field (x energy, free action, no roll)
Your target loses as much energy as you used for this power. Limited to 100 energy at a time.
Lv1 Psychic Assault (passive)
All enemies near you have their psychic fields weakened, making them easier to kill.
-(3) You try to create a car, but is difficult because you can't create anything of that size yet. Luckily, you manage to not waste any energy.
Power: Greed (grade III) - You can create seemingly infinite amounts of objects. In addition you have amazing energy potential, which is much needed since your powers are very expensive.
Psychic Field: Lv1
Energy Potential: 200%
Energy: 300/400
Status: Healthy.
Known power applications:
Lv1 Razor Storm (50/100 energy)
You create and launch countless miniature blades at an opponent. 50 energy creates 100 blades, 100 energy creates 300 blades.
Lv1 Mass Generation (50 energy)
You create a huge sphere of metal and drop it on your enemy. Easy to dodge, but not many can survive that.
Lv1 Copy (100 energy)
You can create perfect copies of anything you see and place them anywhere you want. The bigger the object, the less copies you make. Can't copy sentient creatures. Power so far limited to things not bigger than a suburban house. Dropping it on someone is a valid tactic.
Lv1 Item Generation (50 energy)
You can create anything light and small enough for you to carry. These objects can have complex functions, so, for example, psychic weapons or explosives are fine.
Lv1 Unlimited Creation (passive)
This skill represents the basic strategy of your powers usage - creating large amounts of objects in a short amount of time.
-Lv1: You can use active powers twice per turn.
-(5) After doing a lot of random stuff to relax, you manage to fall asleep and recover some energy. (+100 energy)
Power: Idea Realization (grade III) - You can manipulate the border between dreams and reality.
Psychic Field: Lv1
Energy Potential: 150%
Energy: 135/150
Status: Healthy.
Known power applications:
Lv1 Frame (50 energy)
You can lock an enemy in an invisible cage.
Lv1 Erase (15/30/50/100 energy)
You can remove a part of any object from reality. The amount of energy spent determines the scale of the powers effect.
Lv2 Guardian (50/100 energy)
You summon a creature to protect you. The creature has a psychic field, making it hard to kill. 50 energy summons anything smaller than a human. 100 energy creates creatures the size of a human or slightly larger. Improving this skill will let you summon stronger creatures.
Lv2 Object Creation (25 energy)
You can create an object about the size of a TV or smaller. These objects can't have complex functions, but you can telekinetically launch them at enemies. You've become quite competent at using this ability, so you can re-roll failed attempts (1 or 2).
-You notice that your entire squad has already fled. You think of retreating as well, but suddenly the creature turns away from you and attempts to attack another person but its attack is dodged.
The other person seems to be a psychic. Stronger than you judging by the psychic field.
Power: Enhanced Muscles (grade 0) - You are stronger and quicker than any human.
Psychic Field: Lv1
Energy Potential: 100%
Energy: 40/100
Status: Healthy.
Known power applications:
Lv2 Enhanced strength (passive)
You're strong enough to lift buses. Your attacks are powerful enough to punch holes in concrete.
Lv1 Martial trance (30/60 energy, free action, no roll)
For one turn you have greatly improved reflexes, letting you dodge attacks much easier. Using 60 energy makes you even better at dodging - you can even dodge bullets.
Inventory:
Bo Staff (psychic)
Psychic Control assault rifle (psychic)
(That's actually really clever. I never thought of that.)
-(1) You try to sense the psychics biolectric aura, but you can't concentrate because YOU ARE BEING RIPPED APART BY ZOMBIE ARMS!
Power: Electric Manipulation (grade I) - You can create and control electricity.
Psychic Field: Lv1
Energy Potential: 100%
Energy: 100/100
Status: Lots of small scratches, heavy bleeding, pain.
Known power applications:
Lv1 Electric bolt (25/50 energy):
You can launch a bolt of electricity at an enemy. Spending 50 energy makes the bolt more powerful.
Lv1 Shock (25 energy):
Short-ranged electric attack. Range and power can be greatly extended by sending the shock through metal or water.
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Yes, I managed to both find something for Ahra to do and a way to have Nirur saved in one move. BROFIST, ME!~1
Also, I would die of boredom if not for music. Music - the best way of turning hours into minutes~
I wonder if you people are still interested. >_>